Panzer Grenadier is a series of games based on platoon-level combat during World War II. Pieces represent troops, tanks and weapons of the many nations that participated, placing you in command of these forces. Airborne is a complete game designed to introduce new players to this world of gaming fun and to excite veteran players as well.

Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).

AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8).
They may also be activated as part of an initial activating stack, but if activated in this way would need a tank
leader in order to carry out combat movement.

Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn
(either in their action segment or during opportunity fire) if they have AT fire values of 0 or more
(11.2).

Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its
printed AT range. It does so at half its AT fire value. (11.3)

Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire
(7.44, 7.64).
Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire,
but not both (7.22, 13.0).
Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).

Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).

Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).

Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.

Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).

Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)

Tank: all are closed-top and provide the +1 Assault bonus, when applicable

APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).

Reconnaissance Vehicle:8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Hedgerows are -1 for direct fire, not -2. Spotting Range is 1 hex. Therefore you must be adjacent to see the other side of the hedgerow, unless the unit fires and gets marked as spotted, at which point normal daylight or night spotting ranges would apply.

Reinforcing units assaulting alone through a hedgerow hex side into an existing assault hex suffer Defender First Fire. However, if the attacker's units already in the assault hex join them for a combined attack there is no DFF.

The leaders for the paratroops doesn't make much sense, nor does it fit with the counter mix. I suggest 1x CAPT & 1 2nd LT with the at start group, 1x 1st LT with the first reinforcements, and 1x 2nd LT with the last reinforcement group. All leaders are para.

Replace Special Rule 3 with the following: The Germans were shaken by their sudden change in fortune. The American player may ask the German player to surrender at the beginning of any turn. When asked, the German player rolls two dice, subtracts his or her current initiative value and adds the current number of German eliminated and demoralized units (not steps) AND leaders. If the result is greater than the morale value of the highest ranking German leader (or more than 6 if all German leaders have been eliminated), play ends. If the result is less than or equal to the highest ranking leader's morale, the Germans do not surrender, German initiative increases by one and play continues.

"No units may setup in or enter hexes ##12 or ##02". But the US setup specifies in hexes "in or adjacent to 1202". The setup instructions should have a parenthetical note at the end saying "(except as noted in setup instructions)." The units that are specifically allowed to setup in the otherwise prohibited hexes may do so, but may not re-enter those hexes once they move out of them.

There aren't enough PARA CAPTs and 1st LTs in the counter mix to fill out this scenario. Remove the 2 CAPTs and 1 LT from the reinforcement group (official ruling). Unofficially, let the American player choose where to trim the OOB of leaders, as the official ruling really cuts into the reinforcement group.

Strongpoints are affected by the terrain in their hex just like any other unit.
Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex.
They may not dig in or benefit from entrenchments.